Refactor censorship
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// © 2025 Naked People Team. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "Components/ActorComponent.h"
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#include "CensorshipComponent.generated.h"
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class UClothingManager;
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class UClothingItemInstance;
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class UNakedDesireUserSettings;
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class UStaticMeshComponent;
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enum class EBodyPart : uint8;
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/**
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* Owns the show/hide logic for the body-part censorship meshes. The meshes
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* themselves stay on the character (BP-authored assets + fitted transforms);
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* this component just drives their visibility from the equipped set + setting.
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*/
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UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
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class NAKEDDESIRE_API UCensorshipComponent : public UActorComponent
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{
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GENERATED_BODY()
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public:
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UCensorshipComponent();
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/**
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* Wire dependencies and apply the initial censorship state. Call from the
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* owning character's BeginPlay *after* Super::BeginPlay, so clothing
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* hydration has already populated the equipped set.
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*/
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void Initialize(UClothingManager* InClothingManager,
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UStaticMeshComponent* InBoobL, UStaticMeshComponent* InBoobR,
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UStaticMeshComponent* InVagina, UStaticMeshComponent* InAnal);
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/** Recompute every censor mesh from the current equipped set + setting. Idempotent. */
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void RefreshCensorship();
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private:
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UFUNCTION()
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void HandleClothingChanged(UClothingItemInstance* ClothingItemInstance);
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UFUNCTION()
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void HandleSettingsChanged(UNakedDesireUserSettings* Settings);
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/** Censorship is forced on in the demo build regardless of the user setting. */
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bool ShouldCensor() const;
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void SetBodyPartCensored(EBodyPart BodyPart, bool bCensored);
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UPROPERTY()
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TObjectPtr<UClothingManager> ClothingManager;
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UPROPERTY()
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TObjectPtr<UStaticMeshComponent> BoobLCensorship;
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UPROPERTY()
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TObjectPtr<UStaticMeshComponent> BoobRCensorship;
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UPROPERTY()
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TObjectPtr<UStaticMeshComponent> VaginaCensorship;
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UPROPERTY()
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TObjectPtr<UStaticMeshComponent> AnalCensorship;
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};
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